Hello Internet

Monkey Head
Monkey Head

I’ve been messing around with video games and computers in some way since 2002 when I sat in a new classroom at a new school in Bad Aibling and programmed a turtle to draw lines on a blank screen. I eventually programmed the turtle to draw falling animated snowflakes and then made a whole snowy winter scene. Some friends in that class introduced me to RuneScape, and with that an obsession for video games began. Since then I have always wanted to make my own game.

I didn’t start with Blender. My first 3d video game sdk came in a box and cost me $60 of allowance money. I can’t remember the name, probably something like 3D Game Studio, but I do remember designing a lot of spaceship interiors and a very cool looking animated lava texture that didn’t match any other texture in theme, but not much more. Then high school started, and I got sucked into the world of offset printing, graphic design, and Photoshop; and my video game interests took a back seat to these new hobbies. My first high school had its own print shop, the school had two offset printers an A.B.Dick 9910 and an iTek 975, and I spent about 3 hours of every school day working on either of those two machines or learning the principles and rules of design from my teacher, Mrs. Avery.

After my sophomore year I moved to my second high school which didn’t have a print shop, but did have a web design class which administered the schools website. Lucky me, my design background helped me stand out and I was accepted into the class. I, along with the other upperclassmen were given a lot of leeway. It was here that I first came across Blender. Since updating the site for a school of less than 800 students didn’t need much our class work eventually devolved to learning to model on Blender, flash games, or watching Red vs. Blue.

Red vs. Blue and Rooster Teeth kept me interested in the gaming world while I studied Anthropology at University. I became a huge fan of the hilarious story that Rooster Teeth was telling all with nothing but a video game as a canvas. I also became a huge fan of Halo itself, story and game. Being an early adopter of PCMasterRace I had the PC version of Halo: Combat Evolved, and when I came across Halo: Custom Edition my interest in making video games rose again. This custom version of Halo had custom maps and arguably better game play than Bungie’s retail version.

The original Halo told a epic space story on a ancient alien ring orbiting a gas giant. The enemy had a vast array of creative and colorful weapons and vehicles and the hero was an augmented super soldier saving the universe from destruction. The game was a masterpiece in selling the illusion of gigantic and atmospheric epic vistas, far different from the claustrophobic spaceship corridors I thought the game was going to be after getting through the first level on the Pillar of Autumn. Yet, not everything was opened up to the player. You couldn’t really experience the Halo universe unless you broke the original game.

Psyonix’s flagship game, Rocket League, has made $110m in revenue since its beta release in 20016.
Here is a screenshot of Halo CE modded to play Rocket Leaege with Warthogs and a grif ball back in 2008.

Then I came across Monty Oum’s animation of a Spartan II fighting Samus AranĀ  and it was no longer enough for me to just watch people’s work or play games. I started animating My own stories or modeling my own assets, all in Blender. It was mostly modeling, my animations were choppy and I didn’t really have a way of sharing what I made. It was the last problem that I want to discuss. There are most definitely websites that you can share .blend(s) at and download or watch tutorials. But I have not come across many where you can share or showcase a game easily, and there probably won’t be for a while. It was last years r/runescape discussions about micro transactions (MTX) that set me down the road of doing something about this dilemma.

The ongoing MTX shenanigans with the game that started it all for me has revitalized my interest in making games. I have my view on games and what they should be, I define them as art, and nothing more. Yet, we have had the unfortunate coincidence of seeing video games rise in a time where monetary profits will always be prioritized over the original enterprising idea or goal that lead to the creation of the business in the first place.

Delete the default cube
Delete the default cube

This is what has driven me to make DTDC. Mainly, I hope to share my work here and post blender tutorials or tidbits, but most important I want to remove technical barriers preventing anyone from posting their work online.


Bye for now.